Let's hear your game ideas!

Anybody got any ideas for games of their own that they’d like to share?

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I have quite a few, but I’ll share just 1 for now;

It’s about a cool little cartoon monkey;

who wakes up one day in his zoo to find that none of the zoo keepers arrived this morning, after a disaster blocked their way in… and so for the day or so that it will take them to fix the way in, you guys are on your own! and as most of the animals are stuck in their enclosures, and none of them have the hands and agility that you do, it’s your duty to make sure that everybody in the zoo is as comfortable as they’d normally be; making sure they all have plenty of only the freshest water, and that they get all their proper food for the day, and their exercise, and anything else they need to have a totally normal day! (ie; pumping back up the Seals’ ball if it goes flat.)

It’s a 3D open world/zoo Adventure Game inspired game, with cutting edge physics, and also platforming, for all ages!

You start somewhere in the plaza in the zoo’s centre, with access to about 1/3 of the zoo, and then head in whichever direction you want, finding new items that you can use however you want, in order to help the animals and to gain access to the rest of the zoo, until you have made sure that everybody is all good!

And that’s all there is to it.

(A solution to a puzzle could involve something like finding a fan, carrying it up to the roof, connecting it to an extention power cord in your bag, then opening a window to a room on the top floor, so you can plug the fan in there, and then turning it on, and pointing it in the right direction, to make you glide a little further when you use the kite that you pulled out of a tree, so you can then reach a balcony that you are trying to get to!)

Thoughts?

2 Likes

Here’s another one;

You, ex military, awake from a coma one day, to find there was a zombie outbreak in your town/island, and almost everybody is now dead/undead, besides a tiny camp of almost entirely women and children, and with no contact from the outside world, it’s your duty to keep the basic needs of the camp met, save anybody else who may be stranded in any other part of the island, and to simply eliminate all the zombies.

And that’s all the main “story” is, really simple stuff.

But there’s also an optional real story to be pieced together for those who are interested in finding out “What the Hell Happened!?” and who are prepared to put on their detective hat!

And it’s as realistic/gritty/horrible as it could be!

It involves the government officials handing the outbreak in about the worst way imaginable; forcefully possessing weapons, food stocks, research papers ect, and offering little to no help in return… and as a result, the unified force of the living was weakened and divided (in many different ways) just as they were starting to gain control of the situation, and then everything collapsed completely…. and there was at least 1 joker of a government official laughing about that…..

And while you will gain new and useful weapons, equipment, and information to help so the main objective, this side of the game is supposed to be at the standard of real/good(actually The best!) literature, so that people want to find out more simply for it’s own sake!

The king of thing that you walk away from truly changed!

….

In between the story and the action, gameplay could involve coming across a little fire station on the outskirt of the map, that still has a truck, and so you take it, and fill it up with the zombie poison that you read about in a journal, and then found lots of locked up at the government base, and then mix in some of thing that you learnt makes it even more powerful, and now you have a tank!

A similar game with a Max Payne kinda theme (but open world) would be cool;

You wake up one day in the most corrupt New York type city you can imagine, to find some horrible event has turned you vigilant, and now your job is to clean the mess up!

This story in this game is more incoportaed into the base game (you gradually find out how deep the corruption goes), but it would also be full of optional “side content” that you need to play through if you want to properly understand the nature of the corruption/solve the mystery! (all the NPC behaviour would be written for the sake of the mystery too!)

All open world games should contain an optional mystery(s) to solve!

And everybody agrees! just look at how excited they were for that crappy UFO stuff in GTA5!

Now imagine a game where the mystery is connected to the main story, and isn’t just the beginning of a DLC that was never made (like the UFO stuff in GTA5)!

if we can get these huge studios to realise this, and start devoting some of the budget to it, then Adventure Games can at least live on in that form! (carefully observing a situation and correctly joining the dots, as a detective does, is much of what an Adventure Game is)

Another game, that me and my girlfriend will make one day is;

An Aventure Game, played from the (semi) top down perspective;

Where you move around with the dpad/stick, and can jump too.

It’s gonna be set in the Australian outback, with all the Australian animals.

Unlike most other Adventure Games, you don’t play as a selfish goofball like Guybrush, you instead play as a model citizen, so I have to think a little differently about the puzzles and such.

I’m not actually making the game yet, but the main character looks something like (a better version of) this;

This next idea is worth over $2 billon! It’s the GTA killer; BLOB UNLEASHED!

…you play as a little bloby alien guy, who crashed on earth to find yourself locked up, being experimented on and displayed to the public, and nobody is ever nice to you, until one day they forget to lock you up, and so you take off, with their folder that lists the 10 highly secured locations where they are holding your 10 power crystals (which are needed to power your ship), and then after diving into a dumpster to hide, you luckily come across a plastic nose (snapped off the silly glasses) for a disguise, and so now you’re off to get your stuff back!

There’s no more script!

And so, as there’s no set to mess up, everything can be fully entered and destroyed!

And also it means the whole game can be procedurally generated and played fresh as many times as desired!

And without the story there’s now twice the budget for all this other stuff!

So, every aspect of the game is of the highest quality!

So the action is not a just a joke!

And all the Riders Republic stuff is included (on the streets)!

As is a million other things to play around with and combine!

(I wanna see somebody with a crane carrying the mega ramp to the top of a massive hill that they’ve greased up which lies above a base (that’s got one of your crystals) that’s about to be bombarded with every balling ball from the alleyway as you released them from the back of your truck down it!

And the silly cartoon citizens are designed to be as lively/funny as possible!

And it has a replay editor!

There’s quite a few little guys (often working alone!) on YouTube using photo scans and formulating algorithms to create truly beautiful infinite nature scenes!

…though only a couple incorporate wind, which really finishes it off, here’s one them;

….this stuff isn’t sterile as many would suppose!

PCG can be done properly! (even with a very small budget!)

Sid Meier’s Colonization, but in reverse. An alt. history setting, in which the Aztecs, Incas and Mayas colonize Europe. The American nations have technology like 15th century Spain/Portugal, while the Europeans are mostly “Barbarian” tribes, basically like before the rise of Greece and Rome. Gameplay and graphical style is a 1:1 copy of the original DOS game.

3 Likes

I dunno what that is, but it kinda sounds like you just want to impress some weird woman….

I was also thinking that it’d be cool to have a fighting game, where the enemy’s are programmed to circle around the character, leading to 360 degree combat, where you’re constantly flicking the stick in all directions to determine where to attack in next (with the same speed and power regardless of the direction you are facing) as you chain together flowing combos, as seen in Prince Of Persia; Sands of Time, although in this game there would be no magnets on enemy’s that lock you on to them (as there are in POP) before an attack connects, instead it is all totally live. (and how long you hold an attack button for determines the range of the attack)

There’s no button to target any specific enemy, but when in combat, the character will automatically focus on an enemy(s) (typically the one(s) closest) for aesthetic reasons. This has no effect on gameplay, because as I already said the playable characters attacks with the same speed/power in all directions, and they also move sideways and backwards with the same agility as towards. (except when sprinting, in which case you are no longer in a flighting stance)

I was thinking a panther could be a cool character for this game.

I had one idea coming to me during the Buenos Aires Video Game Personal Fest of 2013.

I called it “Mindbend” for short of a better name, but since I am neither a game programmer nor a game designer it just stood as an idea.

The idea is a supernatural horror mystery game set in the Kavannaugh Building, but the real twist of the game is set in the game design structure more than the supernatural mystery story, Essentially the game is divided into 5 superimpossed game settings :

a) Jumpscare ghost horror setting

b) Zombie Horror setting

c) Slasher gore horror setting

d) Gothic horror setting ( i.e. vampires and stuff )

e) Cosmic Horror setting ( Lovercraftian )

The main twist is that once you are set for the first time into the main course of the game ( you start in the Lovercraftian setting ), a time counter with a random time limit between 30 minutes and 3 hours is started, once the counter reaches zero, you are transported via a “blackout flip moment” to another one of the other 4 setting, and the counter resets. The main idea is that the player NEVER knowns WHEN or WHERE is gonna be transported next, which is the essence of the real horror of the game “the fear to the unknown”. Now the main story would require you not only to First-Person-Shoot various creatures and stuff, but reunite items in one setting that would be needed to solve puzzles in another of the setting ( and probably in a different floor and room, yeah ). Even a NPC you encounter on one setting would be different to the same NPC you encounter in a different setting. In the end, the idea is to stop a Cosmic Invocation ritual in the basements of the Building which would bring an end to the multiverse random jumping for you and any possible companion.

1 Like

How does a story fit in with the randomness of it all?

And is there a way for the player to take any control over what theme they are in? (if it’s all random then surely it would be incredibly frustrating having to wait 30 min - 3 hours for a 1/4 chance to end up where you want to be)

Also, I’m not sure that all those things (with their own fantastical explanations) can be combined properly without being rather corny..?

I’ve also designed the framework for the next generation of skateboarding simulators! (while I haven’t thought about it much, I think it’s probably also the best way to do BMX, scooter, snowboard, ect games too)

In it you use the left stick controls your centre of gravity while on the ground, and the angle of your board while in the air!

Did any of you play Silksong?

As beautiful as it is regarding the art and music, and as tight as most of the combat is, it was truly lacking in some regards….

Obviously boss runbacks are a horrible idea!

But besides that, the game was rather linear…

When it comes to Metroidvanias, they should begin right in the centre of the map, in a peaceful hub area, that gradually evolves as the game progresses, directly surrounded by 8 or so “petals”/areas, and after a short tutorial, the player should be given access (at least partial) to many of them straight away, and then after they have made enough progress in this first level of areas, a second level of “petals”/areas begins to gradually unlock, until enough of them have been completed, and then it’s off to the final area. (and all areas should be as interconnected as possible)

This means that the player has much more freedom, and that every play through is different. And it also means that can quickly traverse the map without using fast travel, which I’m not even sure if I’d include at all. And that typically the player will naturally end up back in the hub after doing a level, so it’s the most simple way to upgrade, and also provides the best place for deeper story/character interactions.

And also each area should typically contain 2 bosses blocking the path to the area’s main goal, giving the player a choice of which to go after. (This makes it much easier for the developers to create challenging bosses without worrying that players will get stick on one and give up)

Side kick; MOO DENG!